Construction in space presents our engineers with new design challenges that must be solved before we can build orbital stations above other worlds.

Starbase Construction

0

Outpost

Offworld Construction

A centralized space installation built in close orbit around the system primary is necessary to make full use of the resources in a star system.

Starport

0

Starport

Starbase Construction

The earliest starbases were little more than makeshift outposts. Permanent starports will enable us to maintain a firmer grip on star systems.

Starhold

5000

2

Starhold

Starport

Base: 75

Modifiers

10x if a neighbor has the tech.

5x with at least 3 Starports.

4x if year is >2240.

3x if year is >2235.

2x if year is >2230.

1.25x if scientist expertise is Voidcraft.

1.25x if adopted Supremacy tradition tree.

0.1x if year is <2220.

As space traffic increases, larger and more defensible starbases are needed to maintain control over system spacelanes.

Star Fortress

10000

3

Star Fortress

Starhold

Base: 60

Modifiers

10x if a neighbor has the tech.

5x with at least 3 Starholds.

4x if year is >2270.

3x if year is >2265.

2x if year is >2260.

1.25x if scientist expertise is Voidcraft.

1.25x if adopted Supremacy tradition tree.

0.1x if year is <2250.

These mighty space forts will provide a focal point for all military activity in a star system, and their presence is sure to deter all but the most stubborn attackers.

Citadel

20000

4

Citadel

Star Fortress

Base: 40

Modifiers

10x if a neighbor has the tech.

5x with at least 3 Star Fortresses.

4x if year is >2300.

3x if year is >2295.

2x if year is >2290.

1.25x if scientist expertise is Voidcraft.

1.25x if adopted Supremacy tradition tree.

0.1x if year is <2270.

Plans for an immense battlestation capable of holding its own against several strike fleets are now being drawn up. If realized, these citadels will become monuments to greatness as much as system hubs.

Orbital Energy Conversion

0

Solar Panel Network

Gestalt Consciousness

Advances in solar panel technology could offset the operating costs of our starbases. The panels would require an entire starbase module to generate enough energy, however.

Deep Space Defenses

0

Defense Platform

Starbase Construction

This will enable the construction of defensive deep space platforms to protect our Starbases.

Improved Structural Integrity

5000

2

+500 Defense platform hull points

Starhold

Base: 37.5

Modifiers

1.5x with ascension perk Technological Ascendancy.

A reinforced framework and blast shields with enhanced impact absorption will ensure the structural integrity of the platform even under immense pressure.

Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button.

Ship upgrades

Standardized Corvette Patterns

2500

1

–5% Corvette build cost

+25% Corvette build speed

Corvettes

Base: 95

Modifiers

1.25x if scientist expertise is Voidcraft.

Establishing new standards for the modeling and construction of corvettes greatly improves the efficiency of the production pipeline.

Improved Corvette Hulls

3000

1

+100 Corvette hull points

Corvettes

Base: 90

Modifiers

1.25x if scientist expertise is Voidcraft.

Advances in building techniques will allow for the construction of sturdier and more durable corvettes.

This orbital bombardment management system spams a planet with millions of minute, high-velocity projectiles, overwhelming planetside defensive grids with trash data. Ships equipped with this component will cause more damage during orbital bombardment.

Core Cracking

20000

5

Colossus: World Cracker

Apocalypse expansion

Colossi

Has completed the Colossus Project

Is not any degree of Pacifist.

A choice of one of the Colossus weapons is given for free when the Colossus Project is at 50% progress.

Base: 10

Modifiers

1.5x with ascension perk Technological Ascendancy.

0.2x if scientist has none of:

Expertise Voidcraft.

Trait Curator.

Trait Maniacal.

A directed feed of thermic energy superheats the atmosphere and agitates the planet's core, setting up disastrous tectonic events. A final and comparatively minute concussive blast is then delivered, cracking the planet open.

Atmospheric Nanobot Dispersal

20000

5

Colossus: Nanobot Diffuser

Apocalypse expansion

Colossi

Has completed the Colossus Project

Driven Assimilator

A choice of one of the Colossus weapons is given for free when the Colossus Project is at 50% progress.

Base: 10

Modifiers

1.5x with ascension perk Technological Ascendancy.

0.2x if scientist has none of:

Expertise Voidcraft.

Trait Curator.

Trait Maniacal.

Swarms of nanobots are dispersed in the atmosphere. They infect sapient beings and restructure themselves into cybernetic implants, turning their unwitting hosts into cyborgs slaved to the Machine Intelligence.

Weapon upgrades

Thermodynamic Yield Control

50000

5

+5% Explosive Weapon Damage

Antimatter Missiles

Base: 12.5

Modifiers

0.01x if another repeatable tech was drawn.

With the chemical reaction tightly controlled by missile-board microprocessors, warhead detonations can be tuned for maximum effect for local conditions at the time of impact.

Miniaturized Pre-Igniters

50000

5

+5% Explosive Weapon Attack Speed

Antimatter Missiles

Base: 12.5

Modifiers

0.01x if another repeatable tech was drawn.

Advances in miniaturization allow for more rapid loading and discharging of rocket-propelled payloads.

High-Density Munitions

50000

5

+5% Kinetic Weapon Damage

Railguns

Base: 12.5

Modifiers

0.01x if another repeatable tech was drawn.

Ultra-dense slugs can punch through even the strongest of projected shields.

A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.

Artificial Dragonscales

50000

5

Dragonscale Armor

Event chain outcome (Ether Drake)

The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.

Optimal processing of mined materials have allowed us to reach new levels of efficiency.

Advanced Mineral Purification

6000

2

Mineral Purification Hubs

Colonial Centralization

Mineral Purification

Has access to Volatile Motes through tech or the galactic market

Base: 140

Modifiers

1.25x if scientist expertise is Industry.

Second-stage processing of pseudo-refined minerals allow for more efficient storage and transportation.

Extraction Patterns

50000

5

+5% Minerals from Jobs

Advanced Mineral Purification

Base: 12.5

Modifiers

0.01x if another repeatable tech was drawn.

Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns.

Special and strategic resources

Betharian Refining

4000

2

Betharian Power Plant

Offworld Construction

Any owned planet has a Betharian Fields feature

Base: 190

Modifiers

2x if scientist expertise is Materials.

The Betharian minerals appear to have originated from singular source, but were scattered across the galaxy millennia ago. The minerals are most often encountered as pebble-sized clusters, and are highly flammable.

Exotic Gas Extraction

4000

2

Exotic Gases

Gas Extraction Wells

Offworld Construction

Any owned planet has a deposit of Exotic Gases

Base: 170

Modifiers

1.25x if scientist expertise is Materials.

Pockets of Exotic Gas are rare and often inaccessible by conventional means. Such deposits can only be reached by using special extractor technology.

Exotic Gas Refining

4000

2

Exotic Gas Refineries

Industrial Base

Base: 170

Modifiers

1.25x if scientist expertise is Materials.

0.5x if any owned planet has a deposit of Exotic Gases.

Exotic Gas can be produced artificially, but it is a difficult process that requires advanced refinery equipment.

Rare Crystal Mining

4000

2

Rare Crystals

Crystal Mines

Offworld Construction

Any owned planet has a deposit of Rare Crystals

Base: 170

Modifiers

1.25x if scientist expertise is Materials.

Mining these crystals without damaging or even destroying them is an extremely delicate process. It requires advanced equipment capable of pinpoint precision.

Rare Crystal Manufacturing

4000

2

Synthetic Crystal Plants

Industrial Base

Base: 170

Modifiers

1.25x if scientist expertise is Materials.

0.5x if any owned planet has a deposit of Rare Crystals.

The crystallization process is complicated and difficult, but synthetic crystals can be manufactured by using specialized industrial plants.

Nanite Transmutation

6000

2

Nanite Transmuter

Distant Stars expansion

Any owned planet has a deposit of Nanites

Base: 35

Modifiers

1.5x with ascension perk Technological Ascendancy.

1.25x if scientist expertise is Materials.

The mass-production of these rare resources require particularly capable nanites.

Living Metal

32000

5

Living Metal

Offworld Construction

Event chain outcome (Precursors)

Mining and processing the rare living metals is exceedingly difficult, but successful application of the mutable alloys yields incomparable advantages.

Robots

Powered Exoskeletons

2000

1

+5% Army damage

+5% Minerals from Jobs

Industrial Base

Base: 150

Modifiers

1.25x if scientist expertise is Industry.

Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.